Reorganizes Project (#41)
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parent
08bf44af9a
commit
3614a66aee
3499 changed files with 79 additions and 55 deletions
116
Projects/Scripts/Items/TreasureChests/TreasureChestLevel1.cs
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116
Projects/Scripts/Items/TreasureChests/TreasureChestLevel1.cs
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@ -0,0 +1,116 @@
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using System;
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namespace Server.Items
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{
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public class TreasureChestLevel1 : LockableContainer
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{
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private const int m_Level = 1;
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[Constructible]
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public TreasureChestLevel1()
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: base(0xE41)
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{
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SetChestAppearance();
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Movable = false;
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TrapType = TrapType.DartTrap;
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TrapPower = m_Level * Utility.Random(1, 25);
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Locked = true;
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RequiredSkill = 57;
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LockLevel = RequiredSkill - Utility.Random(1, 10);
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MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
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// According to OSI, loot in level 1 chest is:
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// Gold 25 - 50
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// Bolts 10
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// Gems
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// Normal weapon
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// Normal armour
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// Normal clothing
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// Normal jewelry
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// Gold
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DropItem(new Gold(Utility.Random(30, 100)));
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// Drop bolts
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//DropItem( new Bolt( 10 ) );
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// Gems
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if (Utility.RandomBool())
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{
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Item GemLoot = Loot.RandomGem();
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GemLoot.Amount = Utility.Random(1, 3);
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DropItem(GemLoot);
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}
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// Weapon
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if (Utility.RandomBool())
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DropItem(Loot.RandomWeapon());
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// Armour
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if (Utility.RandomBool())
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DropItem(Loot.RandomArmorOrShield());
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// Clothing
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if (Utility.RandomBool())
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DropItem(Loot.RandomClothing());
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// Jewelry
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if (Utility.RandomBool())
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DropItem(Loot.RandomJewelry());
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}
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public TreasureChestLevel1(Serial serial)
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: base(serial)
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{
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}
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public override bool Decays => true;
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public override bool IsDecoContainer => false;
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public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
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public override int DefaultGumpID => 0x42;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
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private void SetChestAppearance()
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{
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bool UseFirstItemId = Utility.RandomBool();
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switch (Utility.RandomList(0, 1, 2))
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{
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case 0: // Large Crate
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ItemID = UseFirstItemId ? 0xe3c : 0xe3d;
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GumpID = 0x44;
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break;
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case 1: // Medium Crate
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ItemID = UseFirstItemId ? 0xe3e : 0xe3f;
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GumpID = 0x44;
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break;
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case 2: // Small Crate
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ItemID = UseFirstItemId ? 0x9a9 : 0xe7e;
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GumpID = 0x44;
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break;
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}
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(1); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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148
Projects/Scripts/Items/TreasureChests/TreasureChestLevel2.cs
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148
Projects/Scripts/Items/TreasureChests/TreasureChestLevel2.cs
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@ -0,0 +1,148 @@
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using System;
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namespace Server.Items
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{
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public class TreasureChestLevel2 : LockableContainer
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{
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private const int m_Level = 2;
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[Constructible]
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public TreasureChestLevel2()
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: base(0xE41)
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{
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SetChestAppearance();
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Movable = false;
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TrapType = TrapType.ExplosionTrap;
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TrapPower = m_Level * Utility.Random(1, 25);
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Locked = true;
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RequiredSkill = 72;
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LockLevel = RequiredSkill - Utility.Random(1, 10);
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MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
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;
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// According to OSI, loot in level 2 chest is:
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// Gold 80 - 150
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// Arrows 10
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// Reagents
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// Scrolls
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// Potions
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// Gems
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// Gold
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DropItem(new Gold(Utility.Random(70, 100)));
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// Drop bolts
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//DropItem( new Arrow( 10 ) );
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// Reagents
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item ReagentLoot = Loot.RandomReagent();
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ReagentLoot.Amount = Utility.Random(1, m_Level);
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DropItem(ReagentLoot);
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}
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// Scrolls
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item ScrollLoot = Loot.RandomScroll(0, 39, SpellbookType.Regular);
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ScrollLoot.Amount = Utility.Random(1, 8);
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DropItem(ScrollLoot);
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}
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// Potions
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item PotionLoot = Loot.RandomPotion();
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DropItem(PotionLoot);
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}
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// Gems
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item GemLoot = Loot.RandomGem();
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GemLoot.Amount = Utility.Random(1, 6);
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DropItem(GemLoot);
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}
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}
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public TreasureChestLevel2(Serial serial)
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: base(serial)
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{
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}
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public override bool Decays => true;
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public override bool IsDecoContainer => false;
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public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
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public override int DefaultGumpID => 0x42;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
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private void SetChestAppearance()
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{
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bool UseFirstItemId = Utility.RandomBool();
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switch (Utility.RandomList(0, 1, 2, 3, 4, 5, 6, 7))
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{
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case 0: // Large Crate
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ItemID = UseFirstItemId ? 0xe3c : 0xe3d;
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GumpID = 0x44;
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break;
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case 1: // Medium Crate
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ItemID = UseFirstItemId ? 0xe3e : 0xe3f;
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GumpID = 0x44;
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break;
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case 2: // Small Crate
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ItemID = UseFirstItemId ? 0x9a9 : 0xe7e;
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GumpID = 0x44;
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break;
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case 3: // Wooden Chest
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ItemID = UseFirstItemId ? 0xe42 : 0xe43;
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GumpID = 0x49;
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break;
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case 4: // Metal Chest
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ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
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GumpID = 0x4A;
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break;
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case 5: // Metal Golden Chest
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ItemID = UseFirstItemId ? 0xe40 : 0xe41;
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GumpID = 0x42;
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break;
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case 6: // Keg
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ItemID = UseFirstItemId ? 0xe7f : 0xe7f;
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GumpID = 0x3e;
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break;
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case 7: // Barrel
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ItemID = UseFirstItemId ? 0xe77 : 0xe77;
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GumpID = 0x3e;
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break;
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}
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(1); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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161
Projects/Scripts/Items/TreasureChests/TreasureChestLevel3.cs
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161
Projects/Scripts/Items/TreasureChests/TreasureChestLevel3.cs
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@ -0,0 +1,161 @@
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using System;
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namespace Server.Items
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{
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public class TreasureChestLevel3 : LockableContainer
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{
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private const int m_Level = 3;
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[Constructible]
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public TreasureChestLevel3()
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: base(0xE41)
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{
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SetChestAppearance();
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Movable = false;
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TrapType = TrapType.PoisonTrap;
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TrapPower = m_Level * Utility.Random(1, 25);
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Locked = true;
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RequiredSkill = 84;
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LockLevel = RequiredSkill - Utility.Random(1, 10);
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MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
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;
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// According to OSI, loot in level 3 chest is:
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// Gold 250 - 350
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// Arrows 10
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// Reagents
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// Scrolls
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// Potions
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// Gems
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// Magic Wand
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// Magic weapon
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// Magic armour
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// Magic clothing (not implemented)
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// Magic jewelry (not implemented)
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// Gold
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DropItem(new Gold(Utility.Random(180, 240)));
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// Drop bolts
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//DropItem( new Arrow( 10 ) );
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// Reagents
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item ReagentLoot = Loot.RandomReagent();
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ReagentLoot.Amount = Utility.Random(1, 9);
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DropItem(ReagentLoot);
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}
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// Scrolls
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item ScrollLoot = Loot.RandomScroll(0, 47, SpellbookType.Regular);
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ScrollLoot.Amount = Utility.Random(1, 12);
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DropItem(ScrollLoot);
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}
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// Potions
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item PotionLoot = Loot.RandomPotion();
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DropItem(PotionLoot);
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}
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// Gems
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item GemLoot = Loot.RandomGem();
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GemLoot.Amount = Utility.Random(1, 9);
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DropItem(GemLoot);
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}
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// Magic Wand
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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DropItem(Loot.RandomWand());
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// Equipment
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item item = Loot.RandomArmorOrShieldOrWeapon();
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if (item is BaseWeapon weapon)
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{
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weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(m_Level);
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weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(m_Level);
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weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(m_Level);
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weapon.Quality = WeaponQuality.Regular;
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}
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else if (item is BaseArmor armor)
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{
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armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(m_Level);
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armor.Durability = (ArmorDurabilityLevel)Utility.Random(m_Level);
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armor.Quality = ArmorQuality.Regular;
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}
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DropItem(item);
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}
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// Clothing
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for (int i = Utility.Random(1, 2); i > 1; i--)
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DropItem(Loot.RandomClothing());
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// Jewelry
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for (int i = Utility.Random(1, 2); i > 1; i--)
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DropItem(Loot.RandomJewelry());
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}
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public TreasureChestLevel3(Serial serial)
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: base(serial)
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{
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}
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public override bool Decays => true;
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public override bool IsDecoContainer => false;
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public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
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public override int DefaultGumpID => 0x42;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
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private void SetChestAppearance()
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{
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bool UseFirstItemId = Utility.RandomBool();
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switch (Utility.RandomList(0, 1, 2))
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{
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case 0: // Wooden Chest
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ItemID = UseFirstItemId ? 0xe42 : 0xe43;
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GumpID = 0x49;
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break;
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case 1: // Metal Chest
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ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
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GumpID = 0x4A;
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break;
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case 2: // Metal Golden Chest
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ItemID = UseFirstItemId ? 0xe40 : 0xe41;
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GumpID = 0x42;
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break;
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}
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(1); // version
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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170
Projects/Scripts/Items/TreasureChests/TreasureChestLevel4.cs
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170
Projects/Scripts/Items/TreasureChests/TreasureChestLevel4.cs
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@ -0,0 +1,170 @@
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using System;
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namespace Server.Items
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{
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public class TreasureChestLevel4 : LockableContainer
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{
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private const int m_Level = 4;
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[Constructible]
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public TreasureChestLevel4()
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: base(0xE41)
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{
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SetChestAppearance();
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Movable = false;
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TrapType = TrapType.ExplosionTrap;
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TrapPower = m_Level * Utility.Random(10, 25);
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Locked = true;
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RequiredSkill = 92;
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LockLevel = RequiredSkill - Utility.Random(1, 10);
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MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
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;
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// According to OSI, loot in level 4 chest is:
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// Gold 500 - 900
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// Reagents
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// Scrolls
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// Blank scrolls
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// Potions
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// Gems
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// Magic Wand
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// Magic weapon
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// Magic armour
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// Magic clothing (not implemented)
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// Magic jewelry (not implemented)
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// Crystal ball (not implemented)
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// Gold
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DropItem(new Gold(Utility.Random(200, 400)));
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// Reagents
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item ReagentLoot = Loot.RandomReagent();
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ReagentLoot.Amount = 12;
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DropItem(ReagentLoot);
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}
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// Scrolls
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item ScrollLoot = Loot.RandomScroll(0, 47, SpellbookType.Regular);
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ScrollLoot.Amount = 16;
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DropItem(ScrollLoot);
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}
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// Drop blank scrolls
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DropItem(new BlankScroll(Utility.Random(1, m_Level)));
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// Potions
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item PotionLoot = Loot.RandomPotion();
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DropItem(PotionLoot);
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}
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// Gems
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item GemLoot = Loot.RandomGem();
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GemLoot.Amount = 12;
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DropItem(GemLoot);
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}
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// Magic Wand
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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DropItem(Loot.RandomWand());
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// Equipment
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for (int i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item item = Loot.RandomArmorOrShieldOrWeapon();
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if (item is BaseWeapon weapon)
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{
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weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(m_Level);
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weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(m_Level);
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weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(m_Level);
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weapon.Quality = WeaponQuality.Regular;
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}
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else if (item is BaseArmor armor)
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{
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armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(m_Level);
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random(m_Level);
|
||||
armor.Quality = ArmorQuality.Regular;
|
||||
}
|
||||
|
||||
DropItem(item);
|
||||
}
|
||||
|
||||
// Clothing
|
||||
for (int i = Utility.Random(1, 2); i > 1; i--)
|
||||
DropItem(Loot.RandomClothing());
|
||||
|
||||
// Jewelry
|
||||
for (int i = Utility.Random(1, 2); i > 1; i--)
|
||||
DropItem(Loot.RandomJewelry());
|
||||
|
||||
// Crystal ball (not implemented)
|
||||
}
|
||||
|
||||
public TreasureChestLevel4(Serial serial)
|
||||
: base(serial)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Decays => true;
|
||||
|
||||
public override bool IsDecoContainer => false;
|
||||
|
||||
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
|
||||
|
||||
public override int DefaultGumpID => 0x42;
|
||||
|
||||
public override int DefaultDropSound => 0x42;
|
||||
|
||||
public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
|
||||
|
||||
private void SetChestAppearance()
|
||||
{
|
||||
bool UseFirstItemId = Utility.RandomBool();
|
||||
|
||||
switch (Utility.Random(4))
|
||||
{
|
||||
case 0: // Wooden Chest
|
||||
ItemID = UseFirstItemId ? 0xe42 : 0xe43;
|
||||
GumpID = 0x49;
|
||||
break;
|
||||
|
||||
case 1: // Metal Chest
|
||||
ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
|
||||
GumpID = 0x4A;
|
||||
break;
|
||||
|
||||
case 2: // Metal Golden Chest
|
||||
ItemID = UseFirstItemId ? 0xe40 : 0xe41;
|
||||
GumpID = 0x42;
|
||||
break;
|
||||
|
||||
case 3: // Keg
|
||||
ItemID = 0xe7f;
|
||||
GumpID = 0x3e;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Serialize(GenericWriter writer)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
writer.Write(1); // version
|
||||
}
|
||||
|
||||
public override void Deserialize(GenericReader reader)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
int version = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue